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ppeunderwater.c
Go to the documentation of this file.
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class
PPEUnderWater
:
PPEClassBase
3
{
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static
const
int
PARAM_RSINTENSITY = 0;
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static
const
int
PARAM_RSPLANEDIST = 1;
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static
const
int
PARAM_RSDEPTHDECREASE = 2;
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static
const
int
PARAM_RSUVSCALE = 3;
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static
const
int
PARAM_WATERPLANELUM = 4;
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override
int
GetPostProcessEffectID()
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{
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return
PostProcessEffectType
.UnderWater;
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}
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override
string
GetDefaultMaterialPath()
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{
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return
"Graphics/Materials/postprocess/uw"
;
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}
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override
void
RegisterMaterialParameters()
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{
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RegisterParameterScalarFloat
(PARAM_RSINTENSITY,
"RayShaftsIntensity"
,0.0,-0.2,0.2);
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RegisterParameterScalarFloat
(PARAM_RSPLANEDIST,
"RayShaftsPlaneDistance"
,1.0,0.1,4.0);
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RegisterParameterScalarFloat
(PARAM_RSDEPTHDECREASE,
"RayShaftsDepthDecrease"
,2.5,1.0,100.0);
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RegisterParameterScalarFloat
(PARAM_RSUVSCALE,
"RayShaftsUVScale"
,2.0,0.1,10.0);
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RegisterParameterScalarFloat
(PARAM_WATERPLANELUM,
"WaterPlaneLuminance"
,0.05,0.001,0.5);
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}
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};
PPEClassBase
Created once, on manager init. Script-side representation of C++ material class, separate handling.
Definition
ppematclassesbase.c:3
PPEClassBase::RegisterParameterScalarFloat
void RegisterParameterScalarFloat(int idx, string parameter_name, float default_value, float min, float max)
WARNING - min/max values are usually taken from Workbench defaults, may not be actual min/max values ...
Definition
ppematclassesbase.c:77
PPEUnderWater
UnderWater - PostProcessEffectType.UnderWater.
Definition
ppeunderwater.c:3
PostProcessEffectType
PostProcessEffectType
Post-process effect type.
Definition
enworld.c:72
Daten
3_game
ppemanager
materials
matclasses
ppeunderwater.c
Generated by
1.12.0